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About altay

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  1. Hi folks, Imagine we have 8 different light sources in our scene and want dynamic shadow map for each of them. The question is how do we generate shadow maps? Do we render the scene for each to get the depth data? If so, how about performance? Do we deal with the performance issues just by applying general methods (e.g. frustum culling)? Thanks,
  2. file format for maps

    [quote name='L. Spiro' timestamp='1348052675' post='4981631'] An octree is a run-time structure that is created and maintained dynamically. It does not belong in a file, nor can it be used to “store geometric data”. You will have to be more [s]specific[/s] accurate about what you want, and you should probably read up on [url="http://en.wikipedia.org/wiki/Octree"]what octrees are[/url]. L. Spiro [/quote] [i]I think you misunderstood me. [/i][i]I just want to store octrees in my map file for quicker loading times. B[/i][i]ut I didn't know that octree generating in run time is quick.[/i] [quote name='MrOMGWTF' timestamp='1348069604' post='4981722'] Just make it yourself. Be creative You can use xml parser for making your life easier. Example map format: [code] <map> <objects> <object type="light" position="0.0 10.0 5.0" color="1.0 1.0 1.0" /> <object type="geom" position="0.0 0.0 10.0"> <verticies ="blah blah" /> </object> </objects> </map> [/code] [/quote] BSP file format made me lazy [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] but I think I have to do it..
  3. Hi guys, I'm working on a game project and I need file format to use maps. The file format which I need can store geometric data as octree or it can enable to use octree. Is there an octree-supported file format? Thanks, Altay.
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